What do you mean by this? The FRA and ENG actually edit their infantry templates, the AI doesn't wildly exceed the desired width, inserts battalions and support units in accordance with supplied target_template, the AI pays attention to supplied attribute weights?The tests we have done here have been looking good.
What do you mean by this? The FRA and ENG actually edit their infantry templates, the AI doesn't wildly exceed the desired width, inserts battalions and support units in accordance with supplied target_template, the AI pays attention to supplied attribute weights?
If that's the case, have you don't some changes to the relevant code, or is this with thing the way they were?
(tl;dr do you mean "we changed the code and it now seems fixed" vs "we did a check and it worked for us so there's nothing to fix")
BjornB About the submarines, convoy raiding, resources and trade... it's working as expected, or you expect to make some changes on the next patches.
At my experience with germany, or submarines must be upgraded, or the convoys are broken, but on the other side, the trade convoys work fine!!
Thanks =D
The template designs we are seeing are fairly good so it is not something we are looking closer at currently, because we have bigger fish to fry. As far as I have been able to tell it follows the target template well enough, and moves on as intended with the progression scripts.
Sorry, but... how can you say it follows the target template "well enough" when, in a test case where you give it a template with multiple AT battalions, this target is basically ignored and it's a rare occurrence if over long years even one AT is added? (with the AT researched) How is it following "well enough" when you have tank division template with target of even amount of tanks and infantry, but the game just sticks more and more tank battalions into it (driving itself in production backlog black hole) and no infantry whatsoever? How does it follow it well enough when some major nations leave their infantry divisions unchanged from the starting template for literally years, even after WW2 breaks out? How does it follow it well enough when it doesn't insert self-propelled battalions in the mechanized units, even if you instruct the AI to research them (and it does), unlock them in the template settings and put them in the target?The template designs we are seeing are fairly good so it is not something we are looking closer at currently, because we have bigger fish to fry. As far as I have been able to tell it follows the target template well enough, and moves on as intended with the progression scripts.
However, aren't most templates way too small? A German infantry division consisted of 17,000 men initially which is roughly width 40 in HoI4 terms (incl. arty etc.).
Most templates I've seen when playing a minor nation were tiny, like 4,000-5,000 men.
This leads to minors having 3 times the number of units of the map that they probably should have. ==> major cause of the current performance issues ==> easy fix: use bigger, more competitive, more realistic templates.
This is partly random, so it may happen. Though I have not seen this being the case other than very rarely. If you have a case where you see this a lot it would be helpful if you reported it.How does it follow it well enough when some major nations leave their infantry divisions unchanged from the starting template for literally years, even after WW2 breaks out?
It is true that it does not like AT. While I have not had the time or opportunity to investigate, my guess is that the stats for it look so bad that it may take some drastic scripting, such as this:in a test case where you give it a template with multiple AT battalions, this target is basically ignored and it's a rare occurrence if over long years even one AT is added?
Have not seen the AI go pure armored in a long time, though it tends to go with motorized as it avoids the rather nasty effect on speed that regular infantry gives it. Again; try setting the weight lower. I think the way it is coded makes the stats still matter too much.but the game just sticks more and more tank battalions into it (driving itself in production backlog black hole) and no infantry whatsoever?
Again, probably a case of stats having a too big effect.How does it follow it well enough when it doesn't insert self-propelled battalions in the mechanized units, even if you instruct the AI to research them (and it does), unlock them in the template settings and put them in the target?
I agree that it would be, but disagree that it is as bad as that."just ignore the target and do whatever you want, which for regular infantry luckily happens to produce a semi-useful template, but botches everything else" is far from well enough, imo.
I hope so too.And that hopefully you can have a look into it after you fry these bigger fish, because that's imo pretty large fish that severely affects how well the AI performs in the combat, too![]()
Actually, in the light of the previous comment, I took the liberty to add a field in the AI template scripting that should make it easier to make the target template matter more (or less), plus update the code with it.
Will need to testing, of course.
EDIT: Most notably it should now accept even what it would consider to be negative stats![]()
I see this happen literally 100% of the time with ENG and FRA, in the hands-off AI tests I run. But it makes for a poor bug report because "steps to reproduce: start the game and let it play, have a look at FRA and ENG" doesn't mean much if you don't evidence this on your end.This is partly random, so it may happen. Though I have not seen this being the case other than very rarely. If you have a case where you see this a lot it would be helpful if you reported it.
I have tried different ways to coax the AI to follow the target, I've documented some of them in the report here Even if you reduce the weights to the point where they should be no factor, or drive the target weight up, or both, the AI behavior doesn't change. If you set the weights in a manner that *should* have impact in very specific way, they don't. Basically, I don't know what the template code is doing, but it sure as heck doesn't appear to pay much attention to either target template *or* weights. As well as other parameters, like target width etc.It is true that it does not like AT. While I have not had the time or opportunity to investigate, my guess is that the stats for it look so bad that it may take some drastic scripting, such as this:
target_template = {
weight = 1.0
Which would make it completely ignore stats.
What I mean is the AI keeps adding tank battalions to the template which has some amount of infantry and tanks at the start, but it doesn't add any extra infantry, including the motorized one. This is, again, with various combinations of stats and/or weights. Plus honestly, given the target weight of light_armour is set to 0.9 by default and it still exhibits this, why would the stats still matter so much in such case? Wouldn't you agree that's a faulty behavior, too?Have not seen the AI go pure armored in a long time, though it tends to go with motorized as it avoids the rather nasty effect on speed that regular infantry gives it. Again; try setting the weight lower. I think the way it is coded makes the stats still matter too much.
It is b.c. its micro Hell - and unituitive - the decisions of actual Inflight WIngsizes should not be made on the Top Level (aka the Player) but on the Tactical Level (aka the Simulation)
I will try to remember to have a look at it tomorrow after an over night (which is a good wat to reproduce such issues.)I see this happen literally 100% of the time with ENG and FRA, in the hands-off AI tests I run. But it makes for a poor bug report because "steps to reproduce: start the game and let it play, have a look at FRA and ENG" doesn't mean much if you don't evidence this on your end.
Then it is in the pipeline and will arrive at my table eventually. Sure does sound like a bug.I have tried different ways to coax the AI to follow the target, I've documented them in the report here Even if you reduce the weights to the point where they should be no factor, or drive the target weight up, or both, the AI behavior doesn't change. If you set the weights in a manner that *should* have impact in very specific way, they don't. Basically, I don't know what the template code is doing, but it sure as heck doesn't appear to pay much attention to either target template *or* weights. As well as other parameters, like target width etc.
I would agree that it is faulty behaviour, but still 'well enough' in the sense that the AI manages to produce usable templates in the most important cases.What I mean is the AI keeps adding tank battalions to the template which has some amount of infantry and tanks at the start, but it doesn't add any extra infantry, including the motorized one. This is, again, with various combinations of stats and/or weights. Plus honestly, given the target weight of light_armour is set to 0.9 by default and it still exhibits this, why would the stats still matter so much in such case? Wouldn't you agree that's a faulty behavior, too?
Unlikely, given that I consistently see the AI replacing a couple of infantry battalions with artillery.And when the code pads the template with extra units it just grabs the first entry from the target and runs with it?
That's a good point; must be something else, wish I knew what, though.Unlikely, given that I consistently see the AI replacing a couple of infantry battalions with artillery.
This is one instance where the AI is allowed to 'play the game' rather than aiming towards history. While it is true that the AI needs to be better at managing sizes of templates, this is mainly down to resources vs needs rather than what they looked like historically. Having enough divisions to cover large fronts is a factor for several countries, particularly the majors. Currently this is controlled through scipt rather than dynamically, so the sizes for target templates of infantry divisions can be edited per country.
Most infantry divisions I see in 1945 apear to have +8.5k manpower, though.
Either way, diving on to scripting more personalized target templates for various countries is something I hope to get in to when the bigger issues are taken care of.
They addressed AI in last Friday's diary. And they have stated it multiple times in threads. They know what needs to be done. They also have another 3 weeks of work to do.Dev I hope you all enjoyed your vacation but when are you planning to fix more important issues like Multiplayer and AI. I hope this is not the full patch note for 1.3 as it seems to be a very minor improvement which ignore more critical issues.
I just got done catching up with all of the dev posts here. I hope you had a good weekend, and I look forward to giving a look at the results of all of these improvements when they are available in a beta.Sorry about not being able to respond to all your questions. Some of them were better for Podcat to look at and I thought he would be back by now.
Anyway, I am off to have me some weekend, and I hope you all enjoy yours![]()